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/* 
 * Copyright (c) 2015-2017, Intel Corporation
 * 
 * Redistribution and use in source and binary forms, with or without 
 * modification, are permitted provided that the following conditions are met: 
 * 
 *  * Redistributions of source code must retain the above copyright notice, 
 *    this list of conditions and the following disclaimer. 
 *  * Redistributions in binary form must reproduce the above copyright 
 *    notice, this list of conditions and the following disclaimer in the 
 *    documentation and/or other materials provided with the distribution. 
 *  * Neither the name of Intel Corporation nor the names of its contributors 
 *    may be used to endorse or promote products derived from this software 
 *    without specific prior written permission. 
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 
 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 
 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 
 * POSSIBILITY OF SUCH DAMAGE. 
 */ 
 
/**
 * \file
 * \brief NFA graph vertex depth calculations. 
 */ 
 
#ifndef NG_DEPTH_H
#define NG_DEPTH_H
 
#include "ue2common.h"
#include "nfagraph/ng_holder.h" 
#include "util/depth.h" 
 
#include <vector> 
 
namespace ue2 { 
 
/** 
 * \brief Encapsulates min/max depths relative to the start and startDs 
 * vertices. 
 */ 
struct NFAVertexDepth { 
    DepthMinMax fromStart; 
    DepthMinMax fromStartDotStar; 
}; 
 
/** 
 * \brief Encapsulates min/max depths relative to the accept and acceptEod 
 * vertices. 
 */ 
struct NFAVertexRevDepth { 
    DepthMinMax toAccept; 
    DepthMinMax toAcceptEod; 
}; 
 
/** 
 * \brief Encapsulates min/max depths relative to all of our special vertices. 
 */ 
struct NFAVertexBidiDepth {
    DepthMinMax fromStart;
    DepthMinMax fromStartDotStar;
    DepthMinMax toAccept;
    DepthMinMax toAcceptEod;
}; 
 
/** 
 * \brief Calculate depths from start and startDs. Returns them in a vector,
 * indexed by vertex index.
 */ 
std::vector<NFAVertexDepth> calcDepths(const NGHolder &g);
 
/** 
 * \brief Calculate depths to accept and acceptEod. Returns them in a vector,
 * indexed by vertex index.
 */ 
std::vector<NFAVertexRevDepth> calcRevDepths(const NGHolder &g);
 
/** 
 * \brief Calculate depths to/from all special vertices. Returns them in a
 * vector, indexed by vertex index.
 */ 
std::vector<NFAVertexBidiDepth> calcBidiDepths(const NGHolder &g);
 
/**
 * \brief Calculate the (min, max) depths from the given \p src to every vertex
 * in the graph and return them in a vector, indexed by \p vertex_index.
 */
std::vector<DepthMinMax> calcDepthsFrom(const NGHolder &g, const NFAVertex src);
 
} // namespace ue2 
 
#endif // NG_DEPTH_H